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Patch 1.3 - List of new and modified galaxy natives

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So I just dropped by to give you this.

JASS:
// Camera data used for default camera motion and parameters
//
native void         CameraSetData (playergroup players, string cameraId);


// (Note that they changed order plus that IdleWorker and Zoom is new)
const int c_cameraMoveReasonIdleWorker      = 1;
const int c_cameraMoveReasonKeyScroll       = 2;
const int c_cameraMoveReasonMinimap         = 3;
const int c_cameraMoveReasonMouseScroll     = 4;
const int c_cameraMoveReasonSelection       = 5;
const int c_cameraMoveReasonTown            = 6;
const int c_cameraMoveReasonView            = 7;
const int c_cameraMoveReasonZoom            = 8;


native bool CatalogEntryIsDefault (int catalog, string entry);

native int CatalogFieldValueGetAsInt (int catalog, string entry, string fieldPath, int player);


//--------------------------------------------------------------------------------------------------
//  Note: The LinkReplace API does not actually search & replace all catalog fields.
//  It saves the replacement in a separate table so that code setup to handle being replaced can
//  do the replacement where necessary.
//--------------------------------------------------------------------------------------------------
native void CatalogLinkReplace (int player, int catalog, string idA, string idB);
native string CatalogLinkReplacement (int player, int catalog, string id);


native void     GameSetSeed (int value);


// (Changed from 32)
const int c_maxPlayers = 16;


const int c_playerStateChargesPaused        = 9;
const int c_playerStateCooldownsPaused      = 10;
const int c_playerStateMineralCostIgnored   = 11;
const int c_playerStateVespeneCostIgnored   = 12;
const int c_playerStateTerrazineCostIgnored = 13;
const int c_playerStateCustomCostIgnored    = 14;
const int c_playerStateDisplayGameResult    = 15;


native text     StringExternalHotkey (string s);
native text     StringExternalAsset (string s);


// Unit attributes
const int c_unitAttributeNone           = -1;  //  Base Damage.
const int c_unitAttributeShielded       = -2;  //  Damage vs. Shielded Units.
// The remainder of these are defined in Unit.galaxy


const int c_unitStateDetectable         = 29;
const int c_unitStateRadarable          = 30;

const int c_unitPropLifeArmor           = 35; // Read-only
const int c_unitPropShieldArmor         = 36; // Read-only


native unit     UnitAddOnChild (unit inUnit, int inIndex);
native unit     UnitAddOnParent (unit inUnit);

const int c_unitBehaviorFlagRefreshStack        = 9;
// Behavior info flags
const int c_unitBehaviorFlagHidden              = 10; // (Was 9 before)


native fixed        UnitWeaponDamage (unit inUnit, int inIndex, int inAttribute, bool inMaximum);
native fixed        UnitWeaponSpeedMultiplier (unit inUnit, int inIndex);


// Local Selection Types
const int c_localSelectionTypeUnknown         = -1;
const int c_localSelectionTypeControlGroup    = 0;
const int c_localSelectionTypeIdleButton      = 1;
const int c_localSelectionTypePylonButton     = 2;
const int c_localSelectionTypeSelectLarva     = 3;
const int c_localSelectionTypeSelectBuilder   = 4;
const int c_localSelectionTypeAlert           = 5;
const int c_localSelectionTypeHeroPanel       = 6;
const int c_localSelectionTypeInfoPanel       = 7;
const int c_localSelectionTypeWorldPanel      = 8;


native void         UIStatusBarOverride (playergroup inPlayers, int group);
native void         UIStatusBarClearOverride (playergroup inPlayers);

native void         UISetResourceVisible (playergroup inPlayers, int inResource, bool inVisible);

native void         UISetSelectionTypeEnabled (playergroup inPlayers, int inSelectionType, bool inEnabled);
 
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